﻿using Assets.Engine.SimpleArrow;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;

namespace Assets.Engine.AI.FiniteStateMachine.States
{
    public class IdleState : FSMState 
    {
        private SteveBrain _steveBrain;

        public IdleState(FSMEngine fsmEngine, SteveBrain steveBrain) : base(fsmEngine) 
        {
            _steveBrain = steveBrain;
        }

        internal override StatesEnum Type
        {
            get { return StatesEnum.Idle; }
        }

        internal override void StateEnter()
        {

        }

        internal override void StateExit()
        {

        }

        internal override void Update()
        {
            //GroundQuiver.CreateBezierPath(FSM.steveBehaviour, "testPath");
            //FSM.SetState(this, StatesEnum.FollowPath); 
        }

        internal override void FixedUpdate()
        {
            
        }

    }
}
